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Implemented SE_IllusionOther - Allows next Illusion buff (self only)
cast to be cast on target. (AA ProjectIllusion now uses this) Run required SLQ to update AA.
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+4
-4
@@ -1371,7 +1371,7 @@ bool Mob::DetermineSpellTargets(uint16 spell_id, Mob *&spell_target, Mob *&ae_ce
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&& IsClient()
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&& (IsGrouped() // still self only if not grouped
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|| IsRaidGrouped())
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&& CastToClient()->CheckAAEffect(aaEffectProjectIllusion)){
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&& (HasProjectIllusion())){
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mlog(AA__MESSAGE, "Project Illusion overwrote target caster: %s spell id: %d was ON", GetName(), spell_id);
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targetType = ST_GroupClientAndPet;
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}
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@@ -1853,7 +1853,7 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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range = GetActSpellRange(spell_id, range);
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if(IsPlayerIllusionSpell(spell_id)
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&& IsClient()
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&& CastToClient()->CheckAAEffect(aaEffectProjectIllusion)){
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&& (HasProjectIllusion())){
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range = 100;
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}
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if(spell_target != nullptr && spell_target != this) {
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@@ -1912,9 +1912,9 @@ bool Mob::SpellFinished(uint16 spell_id, Mob *spell_target, uint16 slot, uint16
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if(IsPlayerIllusionSpell(spell_id)
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&& IsClient()
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&& CastToClient()->CheckAAEffect(aaEffectProjectIllusion)){
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&& (HasProjectIllusion())){
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mlog(AA__MESSAGE, "Effect Project Illusion for %s on spell id: %d was ON", GetName(), spell_id);
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CastToClient()->DisableAAEffect(aaEffectProjectIllusion);
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SetProjectIllusion(false);
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}
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else{
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mlog(AA__MESSAGE, "Effect Project Illusion for %s on spell id: %d was OFF", GetName(), spell_id);
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